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General Tabletop Discussion
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Removing Attack Rolls -- and maybe more? (Game Design / Theory Discussion)
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<blockquote data-quote="Lojaan" data-source="post: 8566603" data-attributes="member: 71784"><p>Ahhhhhh I see what you mean now. Thank you for explaining it so well. You're saying if the 'to hit' roll always hits, do we even need it? And if good design is removing all rolls that either have no chance of success or no chance of failure then there is definitely an argument to either removing it, or somehow combining the 'to hit' and damage rolls.</p><p></p><p>I do feel like removing the attack roll generates a big chunk of cognitive dissonance tho. It's harder to get your head around. How about removing the damage roll? Make it so that each weapon/spell has a set damage value that is modified by the attack roll, like;</p><p></p><p>Miss by more than 5 = Miss (no damage)</p><p>Miss by less than 5 = glancing hit (half damage value +ability mod damage)</p><p>Hit = normal damage (damage value + ability mod)</p><p>Hit by more than 10 = critical damage ( 2 x damage value + ability mod)</p><p></p><p>So, for example, a longsword could have a damage value of 3/6/12 (glance/hit/crit)</p><p></p><p>You could also have some fun playing around with different weapons like, giving a scythe a 0 for glancing damage, but 3 x for crit etc..</p><p></p><p>This is kind of a fun idea but I know my players enjoy rolling dice* so I think even though this could be faster, it could also be less fun for them.</p><p></p><p>*Except for d4s. No one enjoys rolling d4s.</p></blockquote><p></p>
[QUOTE="Lojaan, post: 8566603, member: 71784"] Ahhhhhh I see what you mean now. Thank you for explaining it so well. You're saying if the 'to hit' roll always hits, do we even need it? And if good design is removing all rolls that either have no chance of success or no chance of failure then there is definitely an argument to either removing it, or somehow combining the 'to hit' and damage rolls. I do feel like removing the attack roll generates a big chunk of cognitive dissonance tho. It's harder to get your head around. How about removing the damage roll? Make it so that each weapon/spell has a set damage value that is modified by the attack roll, like; Miss by more than 5 = Miss (no damage) Miss by less than 5 = glancing hit (half damage value +ability mod damage) Hit = normal damage (damage value + ability mod) Hit by more than 10 = critical damage ( 2 x damage value + ability mod) So, for example, a longsword could have a damage value of 3/6/12 (glance/hit/crit) You could also have some fun playing around with different weapons like, giving a scythe a 0 for glancing damage, but 3 x for crit etc.. This is kind of a fun idea but I know my players enjoy rolling dice* so I think even though this could be faster, it could also be less fun for them. *Except for d4s. No one enjoys rolling d4s. [/QUOTE]
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Removing Attack Rolls -- and maybe more? (Game Design / Theory Discussion)
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